I am writing a game in which I am representing a velocity with a vector. I have a starting point and a point that I want the object to move towards at a certain speed. (I need the resulting vector's x ...

I have recently been working on a game with using OpenGL and C++ through GLFW.
In the game I have an airship with a turret mounted on it. The airship moves around in world space coordinates and the ...

I'm going to start with some background, so jump to my question at the bottom for the TLDR version.
Problem:
In a Japanese 4gamer article (english translation via Chev on Polycount) explaining some ...

I was developing an fbx converter for legend of grimrock object model (www.grimrock.net), I just wanted to get the animations cause the rest has been converted by others' tools.
I was reading all of ...

I've been trying to get the hang of vectors and I read Wolfire's blog about linear algebra and I seem to understand most stuff except when it comes to storing a direction as a vector and using it by ...

How do I find the coordinate of point and angle value on circle sprite which placed on opposite side of sprite from a touch point and the center point of the sprite?
I know A position, B position and ...

The question is pretty much in the title. Are there notable 3D projections other than orthographic and perspective that could be used in a 3D system such as OpenGL?
In particular, are there any that ...

I searched and searched and although it's a fair simple question, I don't find the proper answer but general ideas (which I already have).
I have a top-down game and I want to implement a gun which ...

I am trying to figure out direction vectors of the arrowheads of an arrow. Basically I'm given a normalized direction vector (u,v,w) and I need the normalized direction vectors of the its two arrow ...

The gerstner wave function is a commonly used method to calculate waves and simulate water in video games and movies or most 3d simulations. It is however quite complex so it is very hard for young ...

Im hopelessly not good at algebra and such. But im trying to learn. I want to learn and understand how to use it in game programming rather than modifying snippets or using classes that do it for me.
...

I have two triangles in 3d space which share 1 edge and I would like to determine if the angle between their normal vectors is "uphill" or "downhill". In other words, if you set one flat, would the ...

I'm programming in C++, rendering in OpenGL and using GLM for matrix/vector manipulation and I have implemented very (very) basic car controls; ignoring many forces that are present in reality.
Since ...

I'm trying to follow this guys method for steering a basic car. Link.
It's the first example I can sort of get my head around and I'm trying to convert it to a working 3D version.
To get some scope, ...

The context
I was thinking of using a versor + velocity field to implement the "moving" part of a 2D game object. For example, if the player should move right I just set the versor to be: [1, 0] and ...

I'm implementing ominidirectional shadow mapping for point lights. I want to use a linear depth which will be stored in the color textures (cube map). A program will contain two filtering techniques: ...

Im implementing certain Camera movements in my turn based games. I'm able to place and rotate the camera between two units that attack each other. However it will always move to the same "side". Which ...

I am implementing a skeleton system for my latest game. I am using my own linear algebra classes which already have some optimisations, such as separate transformPoint and transformVector functions ...

i was wondering if anyone could give me some advice on how to rotate one object around another moving object. After a bit of googling i found some code on another website that worked perfectly but it ...

I have two planes and their respective normals. I would like to rotate the second plane, planeB, so that it is parallel to the first, planeA.
To do this, I am using a change of basis to rotate each ...

I have a 4x4 transformation matrix M, and I want to find out the shape of a sphere when transformed by M. (Sphere is at the origin and has radius 1.)
I know I can find the center by just multiplying ...

I have an enemy that initially flies in a circular motion, while facing away from the center point. This is how I achieve that:
position.Y = (float)(Math.Cos(timeAlive * MathHelper.PiOver4) * radius ...

I'm trying to understand the maths of moving points in a 3d space by making a game written in C#.
I'm looking at this wolfire blog series which explains some basic 3d maths. I've read the first two ...

In XNA you can get front/back/left/right vector of Matrix class. How get these vectors without XNA, through C++ using standart 4x4 matrix ? I dont understand what exactly they mean but found them very ...

I'd like to know how to get the rotation matrix for the transformation from one cartesian coordinate system (X,Y,Z) to another one (X',Y',Z'). Both systems are defined with three orthogonal vectors as ...